Journal of
Systemics, Cybernetics and Informatics
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ISSN: 1690-4524 (Online)


Peer Reviewed Journal via three different mandatory reviewing processes, since 2006, and, from September 2020, a fourth mandatory peer-editing has been added.

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Published by
The International Institute of Informatics and Cybernetics


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Academia.edu
(A Community of about 40.000.000 Academics)


Honorary Editorial Advisory Board's Chair
William Lesso (1931-2015)

Editor-in-Chief
Nagib C. Callaos


Sponsored by
The International Institute of
Informatics and Systemics

www.iiis.org
 

Editorial Advisory Board

Quality Assurance

Editors

Journal's Reviewers
Call for Special Articles
 

Description and Aims

Submission of Articles

Areas and Subareas

Information to Contributors

Editorial Peer Review Methodology

Integrating Reviewing Processes


Analogical and Logical Thinking – In the Context of Inter- or Trans-Disciplinary Communication and Real-Life Problems
Nagib Callaos, Jeremy Horne
(pages: 1-17)

Artificial Intelligence for Drone Swarms
Mohammad Ilyas
(pages: 18-22)

Brains, Minds, and Science: Digging Deeper
Maurício Vieira Kritz
(pages: 23-28)

Can AI Truly Understand Us? (The Challenge of Imitating Human Identity)
Jeremy Horne
(pages: 29-38)

Comparison of Three Methods to Generate Synthetic Datasets for Social Science
Li-jing Arthur Chang
(pages: 39-44)

Digital and Transformational Maturity: Key Factors for Effective Leadership in the Industry 4.0 Era
Pawel Poszytek
(pages: 45-48)

Does AI Represent Authentic Intelligence, or an Artificial Identity?
Jeremy Horne
(pages: 49-68)

Embracing Transdisciplinary Communication: Redefining Digital Education Through Multimodality, Postdigital Humanism and Generative AI
Rusudan Makhachashvili, Ivan Semenist
(pages: 69-76)

Engaged Immersive Learning: An Environment-Driven Framework for Higher Education Integrating Multi-Stakeholder Collaboration, Generative AI, and Practice-Based Assessment
Atsushi Yoshikawa
(pages: 77-94)

Focus On STEM at the Expense of Humanities: A Wrong Turn in Educational Systems
Kleanthis Kyriakidis
(pages: 95-101)

From Disciplinary Silos to Cyber-Transdisciplinary Networks: A Plural Epistemic Model for AGI-Era Knowledge Production
Cristo Leon, James Lipuma
(pages: 102-115)

Generative AI (Artificial Intelligence): What Is It? & What Are Its Inter- And Transdisciplinary Applications?
Richard S. Segall
(pages: 116-125)

How Does the CREL Framework Facilitate Effective Interdisciplinary Collaboration and Experiential Learning Through Role-Playing?
James Lipuma, Cristo Leon
(pages: 126-145)

Narwhals, Unicorns, and Big Tech's Messiah Complex: A Transdisciplinary Allegory for the Age of AI
Jasmin Cowin
(pages: 146-151)

Playing by Feel: Gender, Emotion, and Social Norms in Overwatch Role Choice
Cristo Leon, Angela Arroyo, James Lipuma
(pages: 152-163)

Responsible Integration of AI in Public Legal Education: Regulatory Challenges and Opportunities in Albania
Adrian Leka, Brunilda Haxhiu
(pages: 164-170)

The Civic Mission of Universities: Transdisciplinary Communication in Practice
Genejane Adarlo
(pages: 171-175)

The Promise and Peril of Artificial Intelligence in Higher Education
James Lipuma, Cristo Leon
(pages: 176-182)

They Learned the Course! Why Then Do They Come to Tutorials?
Russell Jay Hendel
(pages: 183-187)

To Use or Not to Use Artificial Intelligence (AI) to Solve Terminology Issues?
Ekaterini Nikolarea
(pages: 188-195)

Transdisciplinary Supersymmetry: Generative AI in the Vector Space of Postdigital Humanism
Rusudan Makhachashvili, Ivan Semenist
(pages: 196-204)

Why Is Trans-Disciplinarity So Difficult?
Ekaterini Nikolarea
(pages: 205-207)


 

Abstracts

 


ABSTRACT


Incorporating Gaming in Software Engineering Projects: Case of RMU Monopoly

Sushil Acharya, David Burke


A major challenge in engineering education is retaining student interest in the engineering discipline. Active student involvement in engineering projects is one way of retaining student interest. Such involvement can only be realized if project inception comes entirely from the student. This paper presents a software game, RMU Monopoly, developed as a project requirement for a software engineering course and describes the challenges and gains of implementing such a project.

The RMU Monopoly was proposed by three junior software engineering students. The game is a multi-platform software program that allows up to eight players and implements the rules of the Monopoly board game. To ensure agility the game was developed using the spiral software development model. The Software Requirements Specification (SRS) document was finalized through an iterative procedure. Standard Unified Modeling Language (UML) diagrams were used for product design. A Risk Mitigation, Monitoring, and Management Plan (RMMM) was developed to ensure proactive risk management. Gantt chart, weekly progress meetings and weekly scrum meetings were used to track project progress. C# and Sub- Version were used in a client-server architecture to develop the software. The project was successful in retaining student interest in the software engineering discipline

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